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- Gives a chance to dodge enemy melee attacks.
Dodge is a form of melee mitigation where the entire melee swing is avoided. Dodge is a passive ability possessed by all players for all classes and races. However this stat is the most important to players fulfilling a tanking role. Only close range melee attacks can be dodged; a ranged attack or a spell cannot be dodged. Players can only dodge attacks if they are facing their opponent, however a mob can dodge attacks that are from behind. Incapacitated targets (stunned for example) cannot dodge.
There are several ways that dodge is modified. You can increase you chance to dodge by increasing your dodge rating which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance to be dodged with expertise. Expertise is only modified from expertise rating and some passive racial traits for certain melee weapon types. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent specializations will also vary the amount of dodge a player has.
Note: Death Knights, Paladins, and Warriors no longer receive additional dodge from agility. Instead, base dodge is fixed at 5% for these classes.
Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge and the dodge your receive from your base agility.
Dodge from agility
Agility generates chance to dodge (dodge %). For level 80s, you can simply use the Rd value from the table above to find the rate. Note that the base agility (agility from your level and race) plus any agility from talents is undiminished. Agility from your gear and buffs will fall into the pool of diminished dodge. From the game interface, you can easily see what these two numbers are. Mouse over agility in the character window and the white number is your undiminished agility (this will include your talents) and the green number, if there is one, is the additional agility which will contribute dodge with diminishing returns.
Dodge rating is the final source of dodge chance, and all of this chance goes into the diminishing returns pool (u). It converts at a rate of 45.25 (Rd) for level 80s of all classes.
The final step to solving d from the original equation is diminishing returns. Now we can total the pool that came from two sources of dodge impacted by diminishing returns: agility from gear and dodge rating.
Cd is the cap for dodge, and k is a constant, and these both vary per class.
|Death Kight||Unholy||1||Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance.|
|Rogue||Combat||2||Increases the rogue's Dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 25%. Lasts 15 sec.|
|Warrior||Arms||1||Instantly overpower the enemy, causing weapon damage. Only useable after the target Dodges. The Overpower cannot be blocked, Dodged or parried.|
|Warrior||Protection||9||Instantly counterattack an enemy for (1454 + AP * 0.207) to (1776 + AP * 0.207) damage. Revenge is only usable after the warrior blocks, Dodges or parries an attack.|
|Death Knight||Frost||1||Strike the target for 150% weapon damage plus (150 * AP * 10 / 10000). Only usable after the Death Knight dodges or parries. Can't be Dodged, blocked, or parried. This attack causes a high amount of threat.|
This is a listing of high-level enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.
|Shoulders||+75 stamina, +25 dodge rating||Therazane (exalted)|
|Shoulders||+195 stamina, +25 dodge rating||Inscription (500)|
|Bracer||+50 dodge rating||Enchanting (490)|
|Legs||+145 stamina, +55 dodge rating||Leatherworking (525)|
|226||80||Ulduar||25-man||Ignis the Furnace Master||-||Use: Increases Dodge rating by 432 for 20 sec. (2 Min Cooldown)|
|219||80||Ulduar||10-man||Ignis the Furnace Master||105|
|213||80||Naxxramas||25-man||Zone||-||Use: Increases Dodge by 455 for 20 sec. (2 Min Cooldown)|
|200||80||Naxxramas||10-man||348||84||Use: Increases Dodge rating by 335 for 20 sec. (2 Min Cooldown)|
|200||75||-||-||Jewelcrafting (400)||-||Use: Increases Dodge rating by 300 for 10 sec. (1 Min Cooldown)|
|141||70||Black Temple||-||Gurtogg Bloodboil||32|
|125||70||-||-||Jewelcrafting (375)||-||Use: Increases Dodge rating by 165 for 20 sec. (2 Min Cooldown)|
|115||70||Magister's Terrace||Heroic||Priestess Delrissa||-||Equip: Melee attacks which reduce you below 35% health cause you to gain 152 Dodge rating for 10 sec. Cannot occur more than once every 30 sec.|
|115||70||Karazhan||-||Moroes||38||Use: Increases Dodge rating by 300 for 10 sec. (2 Min Cooldown)|
|115||70||-||-||Jewelcrafting (370)||-||Use: Increases Dodge rating by 125 for 20 sec. (2 Min Cooldown)|
|93||1||-||-||||-||Use: Increases Dodge rating by 192 for 10 sec. (1 Min Cooldown)}}|
Greg "Ghostcrawler" Street, the Lead System Designer, posted about the upcoming changes in Patch 3.2.0 on the official forums. It was in response to some carefully researched numbers showing how overall avoidance was being lowered, and disproportionately to various tank classes:
- Patch 5.0.4: Ranged attacks can now be dodged.
- Patch 4.2.0 (2011-06-28): Death Knights, Paladins, and Warriors no longer receive any bonus to their chance to dodge from Agility. Their base chance to dodge is now a fixed 5%.
- Patch 3.2.0 (2009-08-04):
- The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
- The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
- Patch 1.3.0 (2005-03-07): Every time a creature dodges, it will report a dodge. We will no longer translate a creature's dodge of a rear attack to a "Miss."
- Combat rating system
- miss, evade, parry, block, absorb, and immune: Other ways to avoid damage.